<?xml version="1.0" encoding="utf-8"?>
<Defs>
	<!-- ==================== Ammo Type ========================== -->

	<ThingDef Class="CombatExtended.AmmoDef" ParentName="SpacerSmallAmmoBase">
		<defName>Ammo_Reapers</defName>
		<label>Reaper powercell</label>
		<description>Mysterious reaper tech, might be of some value to collectors and researchers.</description>
		<statBases>
			<Mass>0.01</Mass>
			<Bulk>0.01</Bulk>

		</statBases>
		<tradeTags>
			<li>CE_AutoEnableTrade_Sellable</li>
		</tradeTags>
		<thingCategories>
			<li>AmmoME</li>
		</thingCategories>
		<graphicData>
			<texPath>ThirdParty/MassEffect/Heatsink</texPath>
			<graphicClass>CombatExtended.Graphic_StackCountRanged</graphicClass>
		</graphicData>
		<ammoClass>ME_FMJ</ammoClass>
		<generateAllowChance>0.1</generateAllowChance>
	</ThingDef>

	<ThingDef Class="CombatExtended.AmmoDef" ParentName="SpacerSmallAmmoBase">
		<defName>Ammo_Reapers_AP</defName>
		<label>Reaper powercell AP</label>
		<description>Mysterious reaper tech, might be of some value to collectors and researchers.</description>
		<statBases>
			<Mass>0.015</Mass>
			<Bulk>0.012</Bulk>
		</statBases>
		<tradeTags>
			<li>CE_AutoEnableTrade_Sellable</li>
		</tradeTags>
		<thingCategories>
			<li>AmmoME</li>
		</thingCategories>
		<graphicData>
			<texPath>ThirdParty/MassEffect/ME_AP</texPath>
			<graphicClass>CombatExtended.Graphic_StackCountRanged</graphicClass>
		</graphicData>
		<ammoClass>ME_AP</ammoClass>
		<generateAllowChance>0.06</generateAllowChance>
	</ThingDef>

	<ThingDef Class="CombatExtended.AmmoDef" ParentName="SpacerSmallAmmoBase">
		<defName>Ammo_Reapers_HE</defName>
		<label>Reaper powercell HE</label>
		<description>Mysterious reaper tech, might be of some value to collectors and researchers.</description>
		<statBases>
			<Mass>0.01</Mass>
			<Bulk>0.01</Bulk>
		</statBases>
		<tradeTags>
			<li>CE_AutoEnableTrade_Sellable</li>
		</tradeTags>
		<thingCategories>
			<li>AmmoME</li>
		</thingCategories>
		<graphicData>
			<texPath>ThirdParty/MassEffect/ME_HE</texPath>
			<graphicClass>CombatExtended.Graphic_StackCountRanged</graphicClass>
		</graphicData>
		<ammoClass>ME_HE</ammoClass>
		<generateAllowChance>0.03</generateAllowChance>
	</ThingDef>

	<ThingDef Class="CombatExtended.AmmoDef" ParentName="SpacerSmallAmmoBase">
		<defName>Ammo_Reapers_FI</defName>
		<label>Reaper powercell FI</label>
		<description>Mysterious reaper tech, might be of some value to collectors and researchers.</description>
		<statBases>
			<Mass>0.01</Mass>
			<Bulk>0.01</Bulk>
		</statBases>
		<tradeTags>
			<li>CE_AutoEnableTrade_Sellable</li>
		</tradeTags>
		<thingCategories>
			<li>AmmoME</li>
		</thingCategories>
		<graphicData>
			<texPath>ThirdParty/MassEffect/ME_FI</texPath>
			<graphicClass>CombatExtended.Graphic_StackCountRanged</graphicClass>
		</graphicData>
		<ammoClass>ME_FI</ammoClass>
		<generateAllowChance>0.03</generateAllowChance>
	</ThingDef>

	<!-- ==================== AmmoSet ========================== -->

	<CombatExtended.AmmoSetDef>
		<defName>AmmoSet_Goliath</defName>
		<label>Reaper tech</label>
		<ammoTypes>
			<Ammo_Reapers>Bullet_Goliath</Ammo_Reapers>
		</ammoTypes>
	</CombatExtended.AmmoSetDef>

	<CombatExtended.AmmoSetDef>
		<defName>AmmoSet_Cannibal</defName>
		<label>Reaper tech</label>
		<ammoTypes>
			<Ammo_Reapers>Bullet_Cannibal_Basic</Ammo_Reapers>
			<Ammo_Reapers_AP>Bullet_Cannibal_AP</Ammo_Reapers_AP>
			<Ammo_Reapers_HE>Bullet_Cannibal_HE</Ammo_Reapers_HE>
			<Ammo_Reapers_FI>Bullet_Cannibal_FI</Ammo_Reapers_FI>
		</ammoTypes>
	</CombatExtended.AmmoSetDef>

	<CombatExtended.AmmoSetDef>
		<defName>AmmoSet_Marauder</defName>
		<label>Reaper tech</label>
		<ammoTypes>
			<Ammo_Reapers>Bullet_Marauder</Ammo_Reapers>
			<Ammo_Reapers_AP>Bullet_Marauder_AP</Ammo_Reapers_AP>
			<Ammo_Reapers_HE>Bullet_Marauder_HE</Ammo_Reapers_HE>
			<Ammo_Reapers_FI>Bullet_Marauder_FI</Ammo_Reapers_FI>
		</ammoTypes>
	</CombatExtended.AmmoSetDef>

	<CombatExtended.AmmoSetDef>
		<defName>AmmoSet_Ravager</defName>
		<label>Reaper tech</label>
		<ammoTypes>
			<Ammo_Reapers>Bullet_Ravager</Ammo_Reapers>
			<Ammo_Reapers_HE>Bullet_Ravager_HE</Ammo_Reapers_HE>
			<Ammo_Reapers_FI>Bullet_Ravager_FI</Ammo_Reapers_FI>
		</ammoTypes>
	</CombatExtended.AmmoSetDef>

	<CombatExtended.AmmoSetDef>
		<defName>AmmoSet_Collossus</defName>
		<label>Reaper tech</label>
		<ammoTypes>
			<Ammo_Reapers>Bullet_Collosus</Ammo_Reapers>
		</ammoTypes>
	</CombatExtended.AmmoSetDef>

	<!-- ================== Projectiles ================== -->

	<!-- ================== Goliath ================== -->

	<ThingDef ParentName="Base12x64mmChargedBullet">
		<defName>Bullet_Goliath</defName>
		<label>goliath cannon shot</label>
		<graphicData>
			<texPath>Things/Projectiles/Shot_GoliathCannon</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<shaderType>TransparentPostLight</shaderType>
		</graphicData>
	</ThingDef>

	<!-- ================== Cannibal ================== -->

	<ThingDef Class="CombatExtended.AmmoDef" Name="BaseCannibalBullet" ParentName="Base6x24mmChargedBullet" Abstract="true">
		<label>cannibal shot</label>
		<graphicData>
			<texPath>Things/Projectiles/Shot_CannibalCaster</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<shaderType>TransparentPostLight</shaderType>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageDef>Bullet</damageDef>
			<speed>300</speed>
		</projectile>
	</ThingDef>

	<ThingDef Class="CombatExtended.AmmoDef" ParentName="BaseCannibalBullet">
		<defName>Bullet_Cannibal_Basic</defName>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageAmountBase>20</damageAmountBase>
			<armorPenetrationSharp>16</armorPenetrationSharp>
			<armorPenetrationBlunt>56</armorPenetrationBlunt>
		</projectile>
	</ThingDef>

	<ThingDef Class="CombatExtended.AmmoDef" ParentName="BaseCannibalBullet">
		<defName>Bullet_Cannibal_AP</defName>
		<label>accelerated shot</label>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageAmountBase>13</damageAmountBase>
			<armorPenetrationSharp>32</armorPenetrationSharp>
			<armorPenetrationBlunt>56</armorPenetrationBlunt>
		</projectile>
	</ThingDef>

	<ThingDef Class="CombatExtended.AmmoDef" ParentName="BaseCannibalBullet">
		<defName>Bullet_Cannibal_HE</defName>
		<label>accelerated shot</label>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageAmountBase>20</damageAmountBase>
			<armorPenetrationSharp>16</armorPenetrationSharp>
			<armorPenetrationBlunt>56</armorPenetrationBlunt>
			<secondaryDamage>
				<li>
					<def>Bomb_Secondary</def>
					<amount>10</amount>
				</li>
			</secondaryDamage>
		</projectile>
	</ThingDef>

	<ThingDef Class="CombatExtended.AmmoDef" ParentName="BaseAARBullet">
		<defName>Bullet_Cannibal_FI</defName>
		<label>accelerated incendiary shot</label>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageAmountBase>19</damageAmountBase>
			<armorPenetrationSharp>16</armorPenetrationSharp>
			<armorPenetrationBlunt>56</armorPenetrationBlunt>
			<secondaryDamage>
				<li>
					<def>ME_SickBurn</def>
					<amount>4</amount>
				</li>
				<li>
					<def>Flame</def>
					<amount>1</amount>
					<chance>0.2</chance>
				</li>
				<li>
					<def>Stun</def>
					<amount>8</amount>
					<chance>0.03</chance>
				</li>
			</secondaryDamage>
		</projectile>
	</ThingDef>

	<!-- ================== Marauder ================== -->

	<ThingDef Class="CombatExtended.AmmoDef" Name="BaseMarauderBullet" ParentName="Base6x24mmChargedBullet" Abstract="true">
		<label>maruader shot</label>
		<graphicData>
			<texPath>Things/Projectiles/Shot_MarauderRifle</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<drawSize>1.0</drawSize>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageDef>Bullet</damageDef>
			<speed>400</speed>
		</projectile>
	</ThingDef>

	<ThingDef Class="CombatExtended.AmmoDef" ParentName="BaseMarauderBullet">
		<defName>Bullet_Marauder</defName>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageAmountBase>16</damageAmountBase>
			<armorPenetrationSharp>20</armorPenetrationSharp>
			<armorPenetrationBlunt>44</armorPenetrationBlunt>
		</projectile>
	</ThingDef>

	<ThingDef Class="CombatExtended.AmmoDef" ParentName="BaseMarauderBullet">
		<defName>Bullet_Marauder_AP</defName>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageAmountBase>11</damageAmountBase>
			<armorPenetrationSharp>40</armorPenetrationSharp>
			<armorPenetrationBlunt>44</armorPenetrationBlunt>
		</projectile>
	</ThingDef>

	<ThingDef Class="CombatExtended.AmmoDef" ParentName="BaseMarauderBullet">
		<defName>Bullet_Marauder_HE</defName>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageAmountBase>16</damageAmountBase>
			<armorPenetrationSharp>20</armorPenetrationSharp>
			<armorPenetrationBlunt>44</armorPenetrationBlunt>
			<secondaryDamage>
				<li>
					<def>Bomb_Secondary</def>
					<amount>8</amount>
				</li>
			</secondaryDamage>
		</projectile>
	</ThingDef>

	<ThingDef Class="CombatExtended.AmmoDef" ParentName="BaseMarauderBullet">
		<defName>Bullet_Marauder_FI</defName>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageAmountBase>15</damageAmountBase>
			<armorPenetrationSharp>20</armorPenetrationSharp>
			<armorPenetrationBlunt>44</armorPenetrationBlunt>
			<secondaryDamage>
				<li>
					<def>ME_SickBurn</def>
					<amount>4</amount>
				</li>
				<li>
					<def>Flame</def>
					<amount>1</amount>
					<chance>0.15</chance>
				</li>
			</secondaryDamage>
		</projectile>
	</ThingDef>

	<!-- ================== Ravager ================== -->

	<ThingDef Class="CombatExtended.AmmoDef" Name="BaseRavagerBullet" ParentName="Base6x24mmChargedBullet" Abstract="true">
		<label>ravager cannon shot</label>
		<graphicData>
			<texPath>Things/Projectiles/Shot_RavagerCannon</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<shaderType>TransparentPostLight</shaderType>
			<drawSize>2</drawSize>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<speed>160</speed>
			<suppressionFactor>3.0</suppressionFactor>
			<dangerFactor>2.0</dangerFactor>
		</projectile>
	</ThingDef>

	<ThingDef Class="CombatExtended.AmmoDef" ParentName="BaseRavagerBullet">
		<defName>Bullet_Ravager</defName>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageAmountBase>50</damageAmountBase>
			<armorPenetrationSharp>100</armorPenetrationSharp>
			<armorPenetrationBlunt>700</armorPenetrationBlunt>
			<pelletCount>2</pelletCount>
			<spreadMult>2</spreadMult>
		</projectile>
		<comps>
			<li Class="CombatExtended.CompProperties_ExplosiveCE">
				<damageAmountBase>32</damageAmountBase>
				<explosiveDamageType>Bomb</explosiveDamageType>
				<explosiveRadius>0.9</explosiveRadius>
				<applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors>
			</li>
			<li Class="CombatExtended.CompProperties_Fragments">
				<fragments>
					<Fragment_ME>5</Fragment_ME>
				</fragments>
			</li>
		</comps>
	</ThingDef>

	<!-- DO NOT REMOVE THE SHARP PENETRATION -->
	<ThingDef Class="CombatExtended.AmmoDef" ParentName="BaseRavagerBullet">
		<defName>Bullet_Ravager_HE</defName>
		<thingClass>CombatExtended.ProjectileCE_Explosive</thingClass>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<explosionRadius>1.5</explosionRadius>
			<damageDef>Bomb</damageDef>
			<armorPenetrationSharp>200</armorPenetrationSharp>
			<damageAmountBase>90</damageAmountBase>
			<armorPenetrationBlunt>0</armorPenetrationBlunt>
			<applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors>
			<pelletCount>2</pelletCount>
			<spreadMult>2.0</spreadMult>
		</projectile>
		<comps>
			<li Class="CombatExtended.CompProperties_Fragments">
				<fragments>
					<Fragment_ME>15</Fragment_ME>
				</fragments>
			</li>
		</comps>
	</ThingDef>

	<ThingDef Class="CombatExtended.AmmoDef" ParentName="BaseRavagerBullet">
		<defName>Bullet_Ravager_FI</defName>
		<thingClass>CombatExtended.ProjectileCE_Explosive</thingClass>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<explosionRadius>1.5</explosionRadius>
			<damageDef>Bomb</damageDef>
			<armorPenetrationSharp>300</armorPenetrationSharp>
			<damageAmountBase>100</damageAmountBase>
			<armorPenetrationBlunt>0</armorPenetrationBlunt>
			<applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors>
			<pelletCount>2</pelletCount>
			<spreadMult>2.0</spreadMult>
		</projectile>
	</ThingDef>

	<!-- ================== Collossus ================== -->

	<ThingDef ParentName="Base80x256mmFuelIncendiaryBullet">
		<defName>Bullet_Collosus</defName>
		<thingClass>CombatExtended.ProjectileCE_Explosive</thingClass>
		<label>colossus artillery shot</label>
		<graphicData>
			<texPath>Things/Projectiles/Shot_ColossusArtillery</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<shaderType>TransparentPostLight</shaderType>
			<drawSize>1.5</drawSize>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageDef>Bomb</damageDef>
			<ai_IsIncendiary>false</ai_IsIncendiary>
		</projectile>
	</ThingDef>

	<!-- ================== Bolter ================== -->

	<ThingDef Class="CombatExtended.AmmoDef" ParentName="BaseMarauderBullet">
		<defName>Bullet_ReaperBolter</defName>
		<label>reaper bolter shot</label>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageAmountBase>16</damageAmountBase>
			<armorPenetrationSharp>20</armorPenetrationSharp>
			<armorPenetrationBlunt>44</armorPenetrationBlunt>
		</projectile>
	</ThingDef>

	<!-- ================== Heavy Bolter ================== -->

	<ThingDef ParentName="Base12x64mmChargedBullet">
		<defName>Bullet_ReaperHeavyBolter</defName>
		<label>reaper heavy bolter shot</label>
		<graphicData>
			<texPath>Things/Projectiles/Shot_MarauderRifle</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<shaderType>TransparentPostLight</shaderType>
		</graphicData>
	</ThingDef>

	<!-- ================== Reaper Missile Launcher ================== -->

	<ThingDef ParentName="Base80x256mmFuelIncendiaryBullet">
		<defName>Bullet_ReaperMissile</defName>
		<thingClass>CombatExtended.ProjectileCE_Explosive</thingClass>
		<label>reaper missile launcher rocket</label>
		<graphicData>
			<texPath>Things/Projectiles/ReaperMissileLauncher_Shot</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<shaderType>TransparentPostLight</shaderType>
			<drawSize>2.5</drawSize>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<speed>0</speed>
			<damageDef>Bomb</damageDef>
			<explosionRadius>7.5</explosionRadius>
			<ai_IsIncendiary>false</ai_IsIncendiary>
		</projectile>
	</ThingDef>

	<!-- ================== Reaper Kinetic Artillery ================== -->

	<ThingDef ParentName="Base105mmHowitzerShell">
		<defName>Bullet_ReaperKineticArtillery</defName>
		<label>reaper kinetic artillery shot</label>
		<thingClass>CombatExtended.ProjectileCE_Explosive</thingClass>
		<graphicData>
			<texPath>Things/Projectiles/KineticArtillery_Shot</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<shaderType>TransparentPostLight</shaderType>
			<drawSize>2.5</drawSize>
		</graphicData>
		<projectile Class="CombatExtended.ProjectilePropertiesCE">
			<damageDef>Bomb</damageDef>
			<damageAmountBase>350</damageAmountBase>
			<explosionRadius>5</explosionRadius>
			<soundExplode>MortarBomb_Explode</soundExplode>
			<applyDamageToExplosionCellsNeighbors>true</applyDamageToExplosionCellsNeighbors>
			<shellingProps>
				<tilesPerTick>0.15</tilesPerTick>
				<range>80</range>
			</shellingProps>
		</projectile>
	</ThingDef>
</Defs>